本文整理汇总了C++中CItemCtx::GetArmor方法的典型用法代码示例。如果您正苦于以下问题:C++ CItemCtx::GetArmor方法的具体用法?C++ CItemCtx::GetArmor怎么用?C++ CItemCtx::GetArmor使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CItemCtx
的用法示例。
在下文中一共展示了CItemCtx::GetArmor方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetMaxHP
int CArmorClass::GetMaxHP (CItemCtx &ItemCtx)
// GetMaxHP
//
// Returns the max HP for this kind of armor
{
// Start with hit points defined by the class
int iHP = m_iHitPoints;
// Fire event to compute HP, if necessary
iHP = FireGetMaxHP(ItemCtx, iHP);
// Add mods
const CItemEnhancement &Mods = ItemCtx.GetMods();
if (Mods.IsNotEmpty())
iHP = iHP * Mods.GetHPAdj() / 100;
// Add complete bonus
CInstalledArmor *pSect = ItemCtx.GetArmor();
if (pSect && pSect->IsComplete())
iHP += m_iArmorCompleteBonus;
// Done
return iHP;
}
示例2: CalcAdjustedDamage
void CArmorClass::CalcAdjustedDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)
// CalcAdjustedDamage
//
// Modifies Ctx.iDamage to account for damage type adjustments, etc.
{
CInstalledArmor *pArmor = ItemCtx.GetArmor();
// Adjust for special armor damage:
//
// <0 = 2.5x damage
// 0 = 2x damage
// 1 = 1.5x damage
// 2 = 1.25x damage
// >2 = 1x damage
int iDamageLevel = Ctx.Damage.GetArmorDamageLevel();
if (iDamageLevel > 0)
{
int iDiff = m_pItemType->GetLevel() - iDamageLevel;
int iAdj;
switch (iDiff)
{
case 0:
iAdj = 200;
break;
case 1:
iAdj = 150;
break;
case 2:
iAdj = 125;
break;
default:
if (iDiff < 0)
iAdj = 250;
else
iAdj = 100;
}
Ctx.iDamage = (iAdj * Ctx.iDamage + 50) / 100;
}
// Adjust for damage type
int iDamageAdj = GetDamageAdj((pArmor ? pArmor->GetMods() : CItemEnhancement()), Ctx.Damage);
Ctx.iDamage = (iDamageAdj * Ctx.iDamage + 50) / 100;
}
示例3: IsReflective
bool CArmorClass::IsReflective (CItemCtx &ItemCtx, const DamageDesc &Damage)
// IsReflective
//
// Returns TRUE if the armor reflects this damage
{
const CItemEnhancement &Mods = ItemCtx.GetMods();
int iReflectChance = 0;
// Base armor chance
if (m_Reflective.InSet(Damage.GetDamageType()))
iReflectChance = MAX_REFLECTION_CHANCE;
// Mods
int iModReflect;
if (Mods.IsNotEmpty() && Mods.IsReflective(Damage, &iModReflect))
iReflectChance = Max(iReflectChance, iModReflect);
// Done
if (iReflectChance)
{
CInstalledArmor *pSect = ItemCtx.GetArmor();
int iMaxHP = GetMaxHP(ItemCtx);
int iHP = (pSect ? pSect->GetHitPoints() : iMaxHP);
// Adjust based on how damaged the armor is
iReflectChance = (iMaxHP > 0 ? iHP * iReflectChance / iMaxHP : iReflectChance);
return (mathRandom(1, 100) <= iReflectChance);
}
else
return false;
}
示例4: CalcDamageEffects
void CArmorClass::CalcDamageEffects (CItemCtx &ItemCtx, SDamageCtx &Ctx)
// CalcDamageEffects
//
// Initialize the damage effects based on the damage and on this armor type.
{
CSpaceObject *pSource = ItemCtx.GetSource();
CInstalledArmor *pArmor = ItemCtx.GetArmor();
// Compute all the effects (if we don't have installed armor, then the
// caller is responsible for setting this).
if (pArmor)
Ctx.iHPLeft = pArmor->GetHitPoints();
// Reflect
Ctx.bReflect = (IsReflective(ItemCtx, Ctx.Damage) && Ctx.iDamage > 0);
// Disintegration
int iDisintegration = Ctx.Damage.GetDisintegrationDamage();
Ctx.bDisintegrate = (iDisintegration > 0 && !IsDisintegrationImmune(ItemCtx));
// Shatter
int iShatter = Ctx.Damage.GetShatterDamage();
if (iShatter)
{
// Compute the threshold mass. Below this size, we shatter the object
int iMassLimit = 10 * mathPower(5, iShatter);
Ctx.bShatter = (pSource && pSource->GetMass() < iMassLimit);
}
else
Ctx.bShatter = false;
// Blinding
int iBlinding = Ctx.Damage.GetBlindingDamage();
if (iBlinding && !IsBlindingDamageImmune(ItemCtx))
{
// The chance of being blinded is dependent
// on the rating.
int iChance = 4 * iBlinding * iBlinding * GetBlindingDamageAdj() / 100;
Ctx.bBlind = (mathRandom(1, 100) <= iChance);
Ctx.iBlindTime = Ctx.iDamage * g_TicksPerSecond / 2;
}
else
Ctx.bBlind = false;
// EMP
int iEMP = Ctx.Damage.GetEMPDamage();
if (iEMP && !IsEMPDamageImmune(ItemCtx))
{
// The chance of being paralyzed is dependent
// on the EMP rating.
int iChance = 4 * iEMP * iEMP * GetEMPDamageAdj() / 100;
Ctx.bParalyze = (mathRandom(1, 100) <= iChance);
Ctx.iParalyzeTime = Ctx.iDamage * g_TicksPerSecond / 2;
}
else
Ctx.bParalyze = false;
// Device disrupt
int iDeviceDisrupt = Ctx.Damage.GetDeviceDisruptDamage();
if (iDeviceDisrupt && !IsDeviceDamageImmune(ItemCtx))
{
// The chance of damaging a device depends on the rating.
int iChance = 4 * iDeviceDisrupt * iDeviceDisrupt * GetDeviceDamageAdj() / 100;
Ctx.bDeviceDisrupt = (mathRandom(1, 100) <= iChance);
Ctx.iDisruptTime = 2 * Ctx.iDamage * g_TicksPerSecond;
}
else
Ctx.bDeviceDisrupt = false;
// Device damage
int iDeviceDamage = Ctx.Damage.GetDeviceDamage();
if (iDeviceDamage && !IsDeviceDamageImmune(ItemCtx))
{
// The chance of damaging a device depends on the rating.
int iChance = 4 * iDeviceDamage * iDeviceDamage * GetDeviceDamageAdj() / 100;
Ctx.bDeviceDamage = (mathRandom(1, 100) <= iChance);
}
else
Ctx.bDeviceDamage = false;
// Radiation
int iRadioactive = Ctx.Damage.GetRadiationDamage();
Ctx.bRadioactive = (iRadioactive > 0 && !IsRadiationImmune(ItemCtx));
//.........这里部分代码省略.........
示例5: AbsorbDamage
EDamageResults CArmorClass::AbsorbDamage (CItemCtx &ItemCtx, SDamageCtx &Ctx)
// AbsorbDamage
//
// Handles getting hit by damage.
//
// Returns damageNoDamage if all the damage was absorbed and no further processing is necessary
// Returns damageDestroyed if the source was destroyed
// Returns damageArmorHit if source was damage and further processing (destroy check) is needed
//
// Sets Ctx.iDamage to the amount of hit points left after damage absorption.
{
CSpaceObject *pSource = ItemCtx.GetSource();
CInstalledArmor *pArmor = ItemCtx.GetArmor();
if (pSource == NULL || pArmor == NULL)
return damageNoDamage;
// Compute all the effects (this initializes elements in Ctx).
CalcDamageEffects(ItemCtx, Ctx);
// First give custom weapons a chance
bool bCustomDamage = Ctx.pDesc->FireOnDamageArmor(Ctx);
if (pSource->IsDestroyed())
return damageDestroyed;
// Damage adjustment
CalcAdjustedDamage(ItemCtx, Ctx);
// If the armor has custom code to deal with damage, handle it here.
FireOnArmorDamage(ItemCtx, Ctx);
if (pSource->IsDestroyed())
return damageDestroyed;
// If this armor section reflects this kind of damage then
// send the damage on
if (Ctx.bReflect)
{
if (Ctx.pCause)
Ctx.pCause->CreateReflection(Ctx.vHitPos, (Ctx.iDirection + 120 + mathRandom(0, 120)) % 360);
return damageNoDamage;
}
// If this is a disintegration attack, then disintegrate the ship
if (Ctx.bDisintegrate)
{
if (!pSource->OnDestroyCheck(killedByDisintegration, Ctx.Attacker))
return damageNoDamage;
pSource->Destroy(killedByDisintegration, Ctx.Attacker);
return damageDestroyed;
}
// If this is a shatter attack, see if the ship is destroyed
if (Ctx.bShatter)
{
if (!pSource->OnDestroyCheck(killedByShatter, Ctx.Attacker))
return damageNoDamage;
pSource->Destroy(killedByShatter, Ctx.Attacker);
return damageDestroyed;
}
// If this is a paralysis attack and we've gotten past the shields
// then freeze the ship.
if (Ctx.bParalyze)
pSource->MakeParalyzed(Ctx.iParalyzeTime);
// If this is blinding damage then our sensors are disabled
if (Ctx.bBlind)
pSource->MakeBlind(Ctx.iBlindTime);
// If this attack is radioactive, then contaminate the ship
if (Ctx.bRadioactive)
pSource->OnHitByRadioactiveDamage(Ctx);
// If this is device damage, then see if any device is damaged
if (Ctx.bDeviceDamage)
pSource->OnHitByDeviceDamage();
if (Ctx.bDeviceDisrupt)
pSource->OnHitByDeviceDisruptDamage(Ctx.iDisruptTime);
// Create a hit effect. (Many weapons show an effect even if no damage was
// done.)
Ctx.pDesc->CreateHitEffect(pSource->GetSystem(), Ctx);
// If no damage has reached us, then we're done
//.........这里部分代码省略.........